#Custom Objects for Viridescent Relic

FREESLOT
MT_BLUEGLOW
S_BLUEGLOW
SPR_VRBL
MT_GRNGLOW
S_GRNGLOW
SPR_VRGL
MT_GRNCYS
S_GRNCYS
SPR_GRNC
MT_BLUCYS
S_BLUCYS
SPR_BLUC
MT_GRNTWI
S_GTWI1
S_GTWI2
S_GTWI3
S_GTWI4
S_GTWI5
S_GTWI6
S_GTWI7
S_GTWI8
S_GTWI9
S_GTWI10
SPR_GTWI
MT_BLUTWI
S_BTWI1
S_BTWI2
S_BTWI3
S_BTWI4
S_BTWI5
S_BTWI6
S_BTWI7
S_BTWI8
S_BTWI9
S_BTWI10
SPR_BTWI

#The blue tints primarily used for the blue crystals in the map.

Object MT_BLUEGLOW
#$Name VRZ Blue Crystal Glow
#$Sprite VRBLA0
MapThingNum = 2725
SpawnState = S_BLUEGLOW
Deathstate = S_NULL
Height = FRACUNIT
Radius = FRACUNIT 
Flags = MF_NOBLOCKMAP|MF_SCENERY|MF_NOGRAVITY|MF_NOCLIPTHING|MF_NOCLIPHEIGHT

State S_BLUEGLOW
SpriteName = SPR_VRBL
SpriteFrame = TR_TRANS40|A
Duration = -1
Action None
Next = S_BLUEGLOW

#The green tints primarily used for the green crystals in the map.

Object MT_GRNGLOW
#$Name VRZ Green Crystal Glow
#$Sprite VRGLA0
MapThingNum = 2726
SpawnState = S_GRNGLOW
Deathstate = S_NULL
Height = FRACUNIT
Radius = FRACUNIT 
Flags = MF_NOBLOCKMAP|MF_SCENERY|MF_NOGRAVITY|MF_NOCLIPTHING|MF_NOCLIPHEIGHT

State S_GRNGLOW
SpriteName = SPR_VRGL
SpriteFrame = TR_TRANS40|A
Duration = -1
Action None
Next = S_GRNGLOW

#Green Floating Crystal

Object MT_GRNCYS
#$Name VRZ Green Crystal
#$Sprite GRNCA0
MapThingNum = 2727
SpawnState = S_GRNCYS
Deathstate = S_NULL
Height = FRACUNIT
Radius = FRACUNIT 
Flags = MF_NOBLOCKMAP|MF_SCENERY|MF_NOGRAVITY|MF_NOCLIPTHING|MF_NOCLIPHEIGHT

State S_GRNCYS
SpriteName = SPR_GRNC
SpriteFrame = FF_FULLBRIGHT|A
Duration = -1
Action None
Next = S_GRNCYS

#Blue Floating Crystal

Object MT_BLUCYS
#$Name VRZ Blue Crystal
#$Sprite BLUCA0
MapThingNum = 2728
SpawnState = S_BLUCYS
Deathstate = S_NULL
Height = FRACUNIT
Radius = FRACUNIT 
Flags = MF_NOBLOCKMAP|MF_SCENERY|MF_NOGRAVITY|MF_NOCLIPTHING|MF_NOCLIPHEIGHT

State S_BLUCYS
SpriteName = SPR_BLUC
SpriteFrame = FF_FULLBRIGHT|A
Duration = -1
Action None
Next = S_BLUCYS

#These are the Green Twinkling Stars that you see in the skybox.

Object MT_GRNTWI
#$Name VRZ Green Twinkling Stars
#$Sprite GTWIA0
MapThingNum = 2729
SpawnState = S_GTWI1
Deathstate = S_NULL
Height = FRACUNIT
Radius = FRACUNIT 
Flags = MF_NOBLOCKMAP|MF_SCENERY|MF_NOGRAVITY|MF_NOCLIPTHING|MF_NOCLIPHEIGHT

State S_GTWI1
SpriteName = GTWI
SpriteFrame = FF_FULLBRIGHT|A
Duration = 4
Action None
Next = S_GTWI2

State S_GTWI2
SpriteName = GTWI
SpriteFrame = FF_FULLBRIGHT|B
Duration = 4
Action None
Next = S_GTWI3

State S_GTWI3
SpriteName = GTWI
SpriteFrame = FF_FULLBRIGHT|C
Duration = 4
Action None
Next = S_GTWI4

State S_GTWI4
SpriteName = GTWI
SpriteFrame = FF_FULLBRIGHT|D
Duration = 4
Action None
Next = S_GTWI5

State S_GTWI5
SpriteName = GTWI
SpriteFrame = FF_FULLBRIGHT|E
Duration = 4
Action None
Next = S_GTWI6

State S_GTWI6
SpriteName = GTWI
SpriteFrame = FF_FULLBRIGHT|F
Duration = 4
Action None
Next = S_GTWI7

State S_GTWI7
SpriteName = GTWI
SpriteFrame = FF_FULLBRIGHT|G
Duration = 4
Action None
Next = S_GTWI8

State S_GTWI8
SpriteName = GTWI
SpriteFrame = FF_FULLBRIGHT|H
Duration = 4
Action None
Next = S_GTWI9

State S_GTWI9
SpriteName = GTWI
SpriteFrame = FF_FULLBRIGHT|I
Duration = 4
Action None
Next = S_GTWI10

State S_GTWI10
SpriteName = GTWI
SpriteFrame = FF_FULLBRIGHT|J
Duration = 4
Action None
Next = S_GTWI1

#These are the Blue Twinkling Stars that you see in the skybox.

Object MT_BLUTWI
#$Name VRZ Blue Twinkling Stars
#$Sprite BTWIA0
MapThingNum = 2730
SpawnState = S_BTWI1
Deathstate = S_NULL
Height = FRACUNIT
Radius = FRACUNIT 
Flags = MF_NOBLOCKMAP|MF_SCENERY|MF_NOGRAVITY|MF_NOCLIPTHING|MF_NOCLIPHEIGHT

State S_BTWI1
SpriteName = BTWI
SpriteFrame = FF_FULLBRIGHT|A
Duration = 4
Action None
Next = S_BTWI2

State S_BTWI2
SpriteName = BTWI
SpriteFrame = FF_FULLBRIGHT|B
Duration = 4
Action None
Next = S_BTWI3

State S_BTWI3
SpriteName = BTWI
SpriteFrame = FF_FULLBRIGHT|C
Duration = 4
Action None
Next = S_BTWI4

State S_BTWI4
SpriteName = BTWI
SpriteFrame = FF_FULLBRIGHT|D
Duration = 4
Action None
Next = S_BTWI5

State S_BTWI5
SpriteName = BTWI
SpriteFrame = FF_FULLBRIGHT|E
Duration = 4
Action None
Next = S_BTWI6

State S_BTWI6
SpriteName = BTWI
SpriteFrame = FF_FULLBRIGHT|F
Duration = 4
Action None
Next = S_BTWI7

State S_BTWI7
SpriteName = BTWI
SpriteFrame = FF_FULLBRIGHT|G
Duration = 4
Action None
Next = S_BTWI8

State S_BTWI8
SpriteName = BTWI
SpriteFrame = FF_FULLBRIGHT|H
Duration = 4
Action None
Next = S_BTWI9

State S_BTWI9
SpriteName = BTWI
SpriteFrame = FF_FULLBRIGHT|I
Duration = 4
Action None
Next = S_BTWI10

State S_BTWI10
SpriteName = BTWI
SpriteFrame = FF_FULLBRIGHT|J
Duration = 4
Action None
Next = S_BTWI1